From eb7bf3a8b3411a2c0e0f1c392a5f00551d85ab33 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Tue, 27 Sep 2022 20:38:33 +0200 Subject: [PATCH] [unity] Fixed excessive UnloadingUnusedAssetsImmediate during build. Initially created to avoid out of memory exceptions, can now be disabled via preferences. Closes #2160. --- .../Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs index 0cb095fae..43d9cc507 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs @@ -98,8 +98,8 @@ namespace Spine.Unity.Editor { #endif prefabsToRestore.Add(assetPath); } - EditorUtility.UnloadUnusedAssetsImmediate(); } + EditorUtility.UnloadUnusedAssetsImmediate(); AssetDatabase.StopAssetEditing(); #if !HAS_SAVE_ASSET_IF_DIRTY if (prefabAssets.Length > 0) @@ -147,8 +147,8 @@ namespace Spine.Unity.Editor { #if HAS_SAVE_ASSET_IF_DIRTY AssetDatabase.SaveAssetIfDirty(atlasAsset); #endif - EditorUtility.UnloadUnusedAssetsImmediate(); } + EditorUtility.UnloadUnusedAssetsImmediate(); AssetDatabase.StopAssetEditing(); #if !HAS_SAVE_ASSET_IF_DIRTY if (spriteAtlasAssets.Length > 0)